/***************************************************************************
 # Copyright (c) 2015-23, NVIDIA CORPORATION. All rights reserved.
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 # Redistribution and use in source and binary forms, with or without
 # modification, are permitted provided that the following conditions
 # are met:
 #  * Redistributions of source code must retain the above copyright
 #    notice, this list of conditions and the following disclaimer.
 #  * Redistributions in binary form must reproduce the above copyright
 #    notice, this list of conditions and the following disclaimer in the
 #    documentation and/or other materials provided with the distribution.
 #  * Neither the name of NVIDIA CORPORATION nor the names of its
 #    contributors may be used to endorse or promote products derived
 #    from this software without specific prior written permission.
 #
 # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS "AS IS" AND ANY
 # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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 **************************************************************************/
#pragma once
#include "Falcor.h"
#include "Core/SampleApp.h"
#include "Core/Pass/RasterPass.h"

using namespace Falcor;

class HelloDXR : public SampleApp
{
public:
    HelloDXR(const SampleAppConfig& config);
    ~HelloDXR();

    void onLoad(RenderContext* pRenderContext) override;
    void onResize(uint32_t width, uint32_t height) override;
    void onFrameRender(RenderContext* pRenderContext, const ref<Fbo>& pTargetFbo) override;
    void onGuiRender(Gui* pGui) override;
    bool onKeyEvent(const KeyboardEvent& keyEvent) override;
    bool onMouseEvent(const MouseEvent& mouseEvent) override;

private:
    void loadScene(const std::filesystem::path& path, const Fbo* pTargetFbo);
    void setPerFrameVars(const Fbo* pTargetFbo);
    void renderRaster(RenderContext* pRenderContext, const ref<Fbo>& pTargetFbo);
    void renderRT(RenderContext* pRenderContext, const ref<Fbo>& pTargetFbo);

    ref<Scene> mpScene;
    ref<Camera> mpCamera;

    ref<RasterPass> mpRasterPass;

    ref<Program> mpRaytraceProgram;
    ref<RtProgramVars> mpRtVars;
    ref<Texture> mpRtOut;

    bool mRayTrace = true;
    bool mUseDOF = false;

    uint32_t mSampleIndex = 0xdeadbeef;
};
